Good time-killer!
The soundtrack was pretty awesome, my favorite probably being the Audit stage. It meshed nicely with the environment we get to run through. The environments themselves, were detailed nicely, while the character, despite the added "flair" seemed like just you're ordinary stick-figure.
As a challenging platformer, N-Game sort of came to mind, and how the author of that game took the stick figure, and altered the body parts into geometric shapes to add distinction. I'm all for our stick figure being customized into ANY of the selections from the Flash Color palette...but leg-warmers? lol. I was about to enter multiplayer mode to see what you could unlock for the arms, but it being exclusively an ArmorGames feature deducted on the score for this particular flash.
To elaborate, I'm not going to review a feature that's simply not here; that review would be for the COMPLETE version. If you wanted us to play multiplayer and all that fun stuff, I would prefer to do it here, where you've submitted it on NG. With multiplayer discluded, I feel as if this is a demo, or a half-finished game.
Moreover, there was a missed opportunity to implement the medal-system exclusive to the NG flash gaming community, but with the flair system already in place, I could understand how that could complicate things, so there's no deduction in my score for that lack of feature.
The rewinding vignette with the added motion trail of what you did was a VERY cool feature. Which is good, because we're inevitably going to be dying a lot, and it keeps things rapid. It doesn't disrupt the flow of the game, and the only annoyance experienced was from the actual mistake in dying; not the process of respawning...thank you for checkpoints! lol
By my third run-through, I was collecting signs. One of which seemed impossible to get to (the one where it's an open stretch, a double headed laser cannon in the beginning, and two or three more after it, with tiny blocks to disrupt the laser's tracking. The sign seemed to be up on a floating platform that seemed inaccessible.) and another which I couldn't seem to find at all, but I'm assuming you would need all of them to achieve whatever secret you had in store for us...perhaps just unlocking some more hats, but oh well. By my third run-through, it had become a little easy...yes, segments that involved multiple axes swinging in one spot still proved to be incredibly frustrating, despite identifying the pattern as to when to run and jump, but it seemed to lose it's replay value by that time.
I still shaved off a good sliver of time on it, though...and as a game it was pretty tasty. Still, it just could've used more. More detailed characters (as in, NOT sticks) more interactive environments, more potentially lethal threats, even added manueverability could've helped; there were many opportunities where a ledge grab would've saved my life, or just made things easier. The flow system was intuitive in how you had to have a running start to get that super-sprint going, but I think there were only very few moments where that was actually necessary or helpful to engage. THAT could've been elaborated upon, or even if it allowed the flow system to do something else...like a wall-jump.
Again. Good run-through playing it, but I expect bigger and greater things in an Exit Path 2. Fived!